The game doesn't ignore COFs,
since when I was missing one I got this error:
quote:
FileReadError
Location:
D2Hell\SRC\Archive.cpp, line #59
Expression:
DATA\GLOBAL\MONSTERS\77\COF\77RNhth.COF
But there are a quite a few structures in a COF file, between the
frame info bytes up front and the first DCC call, that I have not
derived a pattern for yet. Also it turns out there is
something of a pattern for the bytes that appear after the
frames/direction byte in the AnimData.D2 records. For the discussion
following, I refer to offsets from the first byte of the COF string,
that first byte being Offset 0.
Almost all animation records have a nonzero entry at offset 12 or
offset 13. Since offset 13's value is always 1, I suspect those two
locations are the low-order bytes of a dword. The only records
without a value here are two modes of an unused object and the DD
mode of...the Compelling Orb???
Many times, but not always, the GH mode has a 1 at offset 16.
There are always additional nonzero bytes for the offensive modes
(A1, A2, SC, S#, etc.). Most of these bytes are between offset 20
and offset 25, but the range is from 16 to 34. Some monster and many
character records have more than one such nonzero byte. I saw no
such values for passive modes (DD,DT,NU,WL).
I will need to keep looking for what these patterns might
represent.
------------------
"Welcome to Kurast, traveler. Few come
willingly to this ancient city anymore. I hope you brought your wits
with you, for sanity is in short supply here." --
Hratli